Adjusting the Timescale does nothing

I’m writing my own gravity simulator and at ‘real time’ (?) it appears to work fine and is relatively accurate. However is incredibly slow, too slow for a game anyway.

I’ve tried adjusting the Timescale, and whether it is set to 1 or 100 the simulation remains the same. This is whether I change it via the Edit->Project Settings-> Time menu, or in an Update() function via public float variable.

My gravity calculations are executed within Update() function, but utilise Time.fixedDeltaTime (using Time.deltaTime makes it horribly inaccurate - and again no change in speed either when I tried it).

The only way I’ve found to increase the speed is to manually calculate faster speeds, which also means I have to increase gravity. But again that results in less accurate results.

Any idea why Timescale doesn’t seem to be working? Alternatively, does anyone have any reliable/accurate examples of gravity simulators (packages, classes, code snippets etc) that can be sped up / slowed down easily?

For the record I’m using Unity 2021.3.2f1

Time.timeScale doesn’t affect Time.fixedDeltaTime since it is fixed. You’ll have to set that like this: Time.fixedDeltaTime = StartFixedDeltaTime * Time.timeScale where StartFixedDeltaTime is the time.fixedDeltaTime at the start of your program. @NeoKuro